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VIRTUA FIGHTER 4 Evo In-game GUIDE
Posted by Cephiros_VII on 15/09/2005
This is the VF4:Evo In-game Guide written down by me word-by-word (3 minor bugs
were corrected, probably some new bugs added ) I hope that this can be
interesting for people who have japanese copy of VF4evo.
1-frame delay
When using dash , crouching dash , back dash
or crouching back dash , if you enter the dash command and then enter an
attack command, there will be a delay of one frame even if you buffer the
command. This is called 1-frame delay. But by entering the directional button
portion of the attack command in the first half of the buffer period (when only
directional buttons are recognized), you can avoid this delay, and launch your
attack as quickly as possible.
1P / 2P
Indicates which side you start on. Player 1 (1P) starts on the left,
and Player 2 (2P) starts on the right.
Advantageous
Describes a situation in which you can move before your opponent
can. This usually happens after one character block an attack, or is hit by an
attack.
ARM
Abbreviation for All-Range Movement. By holding down the directional
buttons while walking, you can walk in any direction you want.
Attack atribute
Categories that describes the properties of attack, such as
high or mid.
Attack potential
Describes the part of the move that can do damage to an
opponent if it hits. The opposite of this is damage potential, which is the
window where your opponent can take damage.
Attacking a recovering opponent
Timing an attack to hit an opponent as they
are recovering from a fall.
Attacking a rising opponent
Timing an attack to hit an opponent as they are
getting up after a fall.
Back attack
An attack performed while facing away from your opponent.
Back dash
A quick backward movement performed by entering . It's
useful for quickly backing away from an opponent.
Back reversal
Used in command lists. Indicates a move that can reverse an
opponent's attack that uses his or her back, if used with the right timing.
Back side
Usually used to indicate the direction of an evade. The side of the
back foot is called the back side.
Back throw
A throw performed while your opponent is facing away from you.
Beatdown
A hit effect seen with moves such as Lau's . The opponent
is slammed into the ground and cannot recover from the fall, giving you an
opportunity to follow up with a down attack. Also, a variety of moves result in
beatdowns when used against a floating opponent. It is possible to recover from
the fall in this case, but the timing is very difficult to get.
Bokutai
A special move shared by Pai and Lei Fei. Moves listed as 'from
Bokutai' in command list must be performed during this motion.
Bounce
Describes the state immediately following a knockdown. Most low attacks,
and other striking attacks that start from a low posture can still hit during a
bounce.
Bounce combo
A striking attack combo that hits an opponent when they bounce
after being knocked down.
Buffered crouch
Moves such as and can normally only be
done from a crouching position. But because the crouching dash command can
replace the part, you can use it to perform the move from a standing
position. For example, can be entered as . This is
called a buffered crouch.
Buffered stand
After you perform an attack that leaves you in a crouching
position, you can enter the dash (or back dash) command while you are recovering
to put yourself in a standing position as soon as you can move again. This is
called a buffered stand.
Buffering
Performing one attack, then entering the command for the next one
before the first attack is finished is called buffering. This allows you to
perform moves quickly and smoothly.
Cancel
Pressing during certain actions will stop the action. Some striking
attacks can also be cancelled.
Catch
Wolf's + grab. Also refers to the state immediately following
the grab, in which Wolf has a grip on his opponent. Movies listed as 'from Catch'
in command list must be performed from this position.
Catch throw
Unlike normal throws, catch throws can grab an opponent who is
beginning a striking attack.
Change
Wolf's + move from the Catch position. Also refers to the
state immediately following the move, in which Wolf has a grip on his opponent
from behind. Movies listed as 'from Change' in command list must be performed
from this position.
Charge (Charge attack)
Move that have 'charges' after the command can be
charged up by pressing and holding the buttons. The move will be slower to
activate, but there are various benefits, such as increased damage, different
hit effects and guard breaks. Moves that can be charged are simply called charge
moves.
Choukarou
One of Shun's special stances. Moves listed as 'from Choukarou' in
command list must be performed from this stance.
Closed foot position
Describes the relative positions of your feet and your
opponent's feet. In this case, both characters have the same foot forward so the
foot positions are parallel to each other.
Combo
A chain of guaranteed hits that you can land after you have rendered
your opponent vulnerable (such as hitting them high into the air).
Continuous guard
Describes a situation in which after you guard to block the
first strike of series, you have no choice but to continue guarding for the
second strike. This occurs when attacks follow each other very quickly.
Continuous hits
Describes a situation in which if the first attack hits, the
following attack is also guaranteed to hit.
Counter hit
If a striking attack hits your opponent just as they are beginning
an attack of their own, it becomes a counter hit. There is a slight yellow flash
to indicate the counter, and the hit does more damage then usual. Many attacks
also have different effects when they counter hit.
Counterattack
After you block an opponent's attack, you can respond with an
attack of your own. Certain attacks in this situation are guarenteed to hit,
including throws, which can only be avoided with throw escapes.
CPU
The character controlled by the computer.
Crouching
Describes a character in a low stance. You can crouch down to avoid
high striking attacks and high throws, buy you remain vulnerable to mid or low
striking attacks, and low throws.
Crouching back dash
A short backwards dash performed by entering .
Because you are crouching as you back up, you can avoid high attacks as you back
away.
Crouching dash
A short low dash performed by entering . Because you
are crouching during the dash, you can avoid high attacks as you close in.
Damage
The amount of health depleted when an attack hits. Used to indicate how
powerful an attack is.
Damage adjustment
In this game, the amount of damage inflicted by attacks is
adjusted depending on the circumstances. The amount of damage added or
subtracted is called damage adjustment.
Dash
A short quick forward motion performed by entering . It's useful
for quickly closing in on an opponent.
Defenseless
Describes a state in which you are not guarding, and there is on
input on the directional buttons.
Defensive
Refers to Defensive Style, one of Vanessa's stances. Commands listed
as 'from Defensive Style' must be entered while Vanessa is in this stance.
Deflecting
Describes a move that deflects an opponent's attack, and renders
them immobile for a short period of time.
Delay
Some attack series allow you to alter the timing of your moves by
pausing slightly when you input the commands, to catch your opponent off guard.
This can also be done for rising attacks by pressing after you begin to move.
Disadvantageous
Describes a situation in which your opponent can move before
you can. This usually happens after one character blocks an attack, or is hit by
an attack.
Distance
The amount of space between the two characters.
Dokuritsu Shiki
One of Lei Fei's special stances. Moves listed as 'from
Dokuritsu Shiki' in command list must be performed from this stance.
Double foot reversal
Used in command lists. Indicates a move that can reverse
an opponent's double foot attack or jumping attack, if used with the right
timing.
Double hand reversal
Used in command lists. Indicates a move that can reverse
an opponent's double hand attack, if used with the right timing.
Down
Describes a character who has been knocked down to the ground by a
striking attack.
Down attack
A follow-up attack that can be performed only when your opponent
is down on the ground.
Down throw
A follow-up throw that can be performed only when your opponent is
down on the ground.
Drink steal
Describes moves that can reduce the number of drinks that Shun or
Dural have.
Drinks
Shun and Dural have the ability to take drinks after certain moves.
This will increase the number of drinks on their drink counter. With more drinks,
moves will do more damage, and in Shun's case, certain new moves become
available.
Duration
The period of time that a move has attack potential.
to be continued?
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